From Partizan Press
PDF – $21.11 USD

A simulation of what Guibert defined as the "tactique elementaire" (tactics) and "tactique des armées" (grand tactics) as practiced on the battlefields of the Seven Years' War (1756-1763), in Europe and around the globe. We invoke these French terms, however, rather than their contemporary equivalents, because Evolutionary War is designed not only to simulate the battles of the war, but the tactical abilities of the historical unit types engaged in those battles, and most especially the limitations of command imposed upon the 18th Century battlefield prior to the development of the operational use of divisions.
As the principal unit of the age was the infantry or cavalry regiment – both as a unit of military organization and as a unit of social identity – the game has been organized around this scale, rather than at the brigade or divisional level. This scale represents challenges to the aspiring commander, which we hope will produce a unique gaming experience.
The basic playing pieces will be regiments composed of 15mm castings, in which one casting is roughly equal to one company of foot or one squadron of horse, with a corresponding ground scale of one inch to every 200 paces, or roughly 400-450 feet. (Players desiring to use 25mm castings may simply double all measurements given in these rules.)
An army may have many of these regiments, but limited resources to command them, and limited time to execute commands. In the language of the age, each "evolution" is focused primarily on the movements that might have been accomplished historically in about 15 minutes, while each Grand Tactical maneuver represents four such evolutions, or about an hour.
This was, after all, an age that practically worshiped the clock; the question was whether or not men could live by it on the field of battle.